/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

#ifndef Spine_SkeletonBounds_h
#define Spine_SkeletonBounds_h

#include <spine/Vector.h>
#include <spine/SpineObject.h>

namespace spine {
    class Skeleton;
    class BoundingBoxAttachment;
    class Polygon;
    
    /// 
    /// Collects each BoundingBoxAttachment that is visible and computes the world vertices for its polygon.
    /// The polygon vertices are provided along with convenience methods for doing hit detection.
    ///
    class SP_API SkeletonBounds : public SpineObject {
    public:
        SkeletonBounds();
        
        ///
        /// Clears any previous polygons, finds all visible bounding box attachments,
        /// and computes the world vertices for each bounding box's polygon.
        /// @param skeleton The skeleton.
        /// @param updateAabb
        /// If true, the axis aligned bounding box containing all the polygons is computed.
        /// If false, the SkeletonBounds AABB methods will always return true.
        ///
        void update(Skeleton& skeleton, bool updateAabb);
        
        /// Returns true if the axis aligned bounding box contains the point.
        bool aabbcontainsPoint(float x, float y);
        
        /// Returns true if the axis aligned bounding box intersects the line segment.
        bool aabbintersectsSegment(float x1, float y1, float x2, float y2);
        
        /// Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.
        bool aabbIntersectsSkeleton(SkeletonBounds bounds);
        
        /// Returns true if the polygon contains the point.
        bool containsPoint(Polygon* polygon, float x, float y);
        
        /// Returns the first bounding box attachment that contains the point, or NULL. When doing many checks, it is usually more
        /// efficient to only call this method if {@link #aabbcontainsPoint(float, float)} returns true.
        BoundingBoxAttachment* containsPoint(float x, float y);
        
        /// Returns the first bounding box attachment that contains the line segment, or NULL. When doing many checks, it is usually
        /// more efficient to only call this method if {@link #aabbintersectsSegment(float, float, float, float)} returns true.
        BoundingBoxAttachment* intersectsSegment(float x1, float y1, float x2, float y2);
        
        /// Returns true if the polygon contains the line segment.
        bool intersectsSegment(Polygon* polygon, float x1, float y1, float x2, float y2);
        
        Polygon* getPolygon(BoundingBoxAttachment* attachment);

        float getWidth();
        float getHeight();

    private:
        Vector<Polygon*> _polygonPool;
        Vector<BoundingBoxAttachment*> _boundingBoxes;
        Vector<Polygon*> _polygons;
        float _minX, _minY, _maxX, _maxY;
        
        void aabbCompute();
    };
    
    class Polygon : public SpineObject {
    public:
        Vector<float> _vertices;
        int _count;
        
        Polygon() : _count(0) {
			_vertices.ensureCapacity(16);
        }
    };
}

#endif /* Spine_SkeletonBounds_h */
